Seems like Material Service Beta is now public? I mean, when I get in game, not the studio. I do see the custom materials!
Same for me! I even tweeted it out
They’re the same thing just used for different purposes. Both are grayscale images that are used to determine height based on how white a pixel is.
i also wanted them to add paralax mapping but i thinkk that would be expensive for the engine
Lol yeah, honestly after they finish up these bigger updates they should put all resources into optimizing and fixing the engine. It needs it. After that, proper displacement maps would be sick for this update.
ye like why dont they listen, i feel like they are just ignoring this post, while this is one of the biggest features we need, especialy for pro builders.
Keep in mind displacement maps change the physical geometry of meshes, meaning it would like decrease performance heavily unless they somehow implemented a vertices/recommended vertices limit for it. I would love to have it to though.
It would also be nice if they’d fix smooth terrain water and how it reacts with Terrain. ROBLOX also needs to add Terrain and Mesh Emissions maps so we have glowing meshes as well as glowing terrain materials such as Lava for reference. It would be far better than having to use arbitrary or improvised methods.
Did something recently get changed with the new materials as parts are suddenly appearing far brighter?
i think they should ad AO map lso, it would be very nice and would improve realism
I agree, I can partially get an AO result by baking it into the diffuse map in paint. net via layer properties then setting it to multiply.
Is there a way to mark out parts of a colormap to not change? Trying to make a custom brick textue keep its grout stay white while being able to recolor the bricks themselves.
Unfortunately, no. Other creators and I have requested it, with those requests seemingly being ignored.
Is there a reason why Surface Appearance textures are exhibiting behaviors of material service? It appears Roblox is now auto-blending edges (similar to organic) for everything. I use fully seamless textures and this looks horrible!
Compare while the game is playing to what gets loaded into studio:
The UV mess is very specific to the edge of the SurfaceAppearance:
I do not suspect auto-skinning for the graphical bugs I am seeing. I deleted the WrapLayers and got the same results. Also, I have not made auto-skinning work yet. Not for lack of trying.
I will say that it is definitely related to animation or skinned meshes. The same mesh unanimated does not have this problem.
I was originally planning to replace all the textures on walls with a custom material for (presumably) a huge performance boost, however if custom materials are never to appear on mobile then this would be unviable.
In all seriousness though, we really need an update on the terrain decorations. Whether it’s an announcement saying it’s cancelled or not, developers seem to have been left behind on this feature. I’m aware the video was a tech demo and recently a wind fflag appeared but what happened to the brushes, rocks, flowers etcetera? It was on the roadmap in 2019 and now there isn’t any trace of it anymore.
I expected the custom material update to come with custom terrain decoration but no, we once again didn’t get informed about the terrain decoration whatsoever.
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